[libre-riscv-dev] Clarifying the difference between Kazan and Mesa 3D Vulkan

Jacob Lifshay programmerjake at gmail.com
Sun Feb 16 23:56:08 GMT 2020

On Sun, Feb 16, 2020, 15:40 Veera <vklr at vkten.in> wrote:

> On Sun, Feb 16, 2020 at 09:11:16PM +0000, Luke Kenneth Casson Leighton
> wrote:
> > On Sun, Feb 16, 2020 at 9:04 PM Cole Poirier <colepoirier at gmail.com>
> wrote:
> > >
> > > Wow! Thank you that gives me a way better understanding.
> >
> > this is a bit... "potted" if you know what i mean.  it won't be
> > entirely accurate.  OpenGL used to be a stand-alone standard.  then
> > people realised that shaders and shader compilers were really
> > important.  OpenGL adapted by adding a way to do OpenGL Shaders,
> > however as that became the "norm", Vulkan kinda took over, and OpenGL
> > "compatibility layers" were added *on top* of Vulkan (rather than
> > trying it the other way round).
> >
> OpenGL has a state and is therefore complex and slow and difficult to
> implement.
> While Vulkan is based on simple primitives and fast and the user has to
> coordinate it. AMD developed METAL API which is somewhat like Microsoft's
> DirectX.
> AMD donated the code of METAL API and Vulkan is based on it.

Actually, you were thinking of the mantle api which was used as the basis
for Vulkan, the metal api was developed by apple.


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